Research Action
CONCEPT
A subgenre of Search Action where instead of having progress stymied by lacking a certain ability or skill it's blocked off until the player gains the knowledge needed to solve a type of puzzle, the tutorial/instructions for which might be found elsewhere. The Witness, Toki Tori, and Antichamber are all examples of Research Action.


Overview

A Research Action game might present a puzzle or riddle that the player would have no clue how to parse if it's their first playthrough. Instead, they're tasked with exploring the vicinity like they might a Search Action (Concept) game in order to find a hint or a guide as to how to solve it. This might involve symbols that have yet to be explained or techniques that have yet to be imparted to the player, but would otherwise be something they could be capable of doing right from the outset (as in, no power-ups would need to be acquired first). Typically a Research Action game is built like a Search Action, potentially (but not always) with a map to consult and multiple areas to visit, and the player learns and applies information on how the game works rather than acquiring upgrades. The subgenre also includes logical deduction games where the player might receive a pertinent piece of information to an earlier conundrum, thus allowing them to solve that case and acquire some sort of reward that might include information for a different case. This back and forth aspect is key to the Research Action subgenre; games where cases/puzzles are solved sequentially might not necessarily qualify.